Alright, I've been following the Wikipedia article on it. I think it needs some changes, but I wanna run this stuff past you guys - hoping I can get some sources, as well!
As I understand it (and I'm not an expert on the issue, please correct me if/where I'm wrong), Blast Processing is a simple composition issue - the main processor can ready a frame which is then sent to the VDP (video display processor) and composited. This processor-centric design allows more flexibility, which wasn't really an asset for many games as there was wastage in using the 68000 (a bit overpowered, while the VDP didn't quite stack up to the SNES VDP), BUT if you wanted to do stuff like hardcore AI (think anything other than Secret of Mana's friends) or 3D rendering without additional hardware (Zero Tolerance) the also pretty amazing Duke Nukem 3D), then it was definitely the go-to system.
The SNES could fake 3D pretty well (for example, I think that it should be able to do Batman & Robin), but where the Genesis was overpowered, the SNES was underpowered; I've read there are times when the crappy compatibility CPU isn't fast enough to grab data for the SNES PPU's peak use, which is its main function here (since NES compatibility was dropped...hmm, I'm getting sidetracked).
Any comments?

Reply With Quote











